What’s That Then?
Entity Systems offer an approach to object design that fits well with games, where requirements and behaviours need to be tweaked or swapped out constantly. Traditional object oriented design falls over a little bit in that environment. In an application (as opposed to a game), objects and collaborations are usually clearly defined and do not change after startup. Objects play specific roles, and for the most part, those roles don’t change much. In a game, however, the behaviours of “actors” within the system can change significantly during gameplay. An enemy may be stunned, for a period, losing the ability to attack. The hero may pick up a weapon, become invincible, or learn to fly. Time may slow down, speed up, or change direction. Class inheritance is obviously not a good choice here (it rarely is anyway). But actually, many object oriented design approaches are at odds with these requirements.Ash
Ash breaks things down into Components, Entities, Nodes and Systems.Components
Components are simple value objects: [...]Read more: Games And Entity Systems
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